Computer Systems Laboratory
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Computer Systems Laboratory

for Raspberry Pi

About the Book

The Raspberry Pi is a low cost hardware platform supported by open source and educational organizations world wide. The hardware is well documented and was an ideal candidate for the first companion laboratory to the "Computer Systems: Incremental Systems Engineering" book. A careful and incremental approach to learning how to bring life to the Raspberry Pi hardware with system software. No experience is necessary beyond simple math and an open mind.

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  • Categories

    • Agile
    • Computers and Programming
    • C and C++
    • Embedded Systems
    • Computer Science
    • Computer Hardware
    • Raspberry Pi
    • Software
    • Software Architecture
    • Software Engineering
    • Systems Engineering
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About the Author

Sean Lawless
Sean Lawless

As a lifelong software developer and a professional systems engineer for over 15 years, I have been exposed to it all; the good, the bad and the ugly. As I grew older and became a father I searched for books to help explain system engineering to a younger audience. I was not satisfied with what was available so I became an author in an attempt to give back. My works are dedicated to all the unknown, unrecognized and disenfranchised scientists and engineers of the past, present and future.

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Table of Contents

  • Lab 1: Raspberry Pi
    • 1.0 Disclaimer
    • 1.1 Why the Raspberry Pi?
    • 1.2 Raspberry Pi Hardware
    • 1.3 Protect the Pi
    • 1.4 Connect the Pi
    • 1.5 Create a Linux Installer
    • 1.6 Power the Pi
    • 1.7 The development system
  • Lab 2: Command Shell and Editors
    • 2.1 Why the Command Prompt or Shell?
    • 2.2 Exploring file systems from the command line
    • 2.3 Viewing and editing source code files
    • 2.4 Command line assembling
    • 2.5 Command line disassemble
    • 2.6 Assembly language branch instructions
    • 2.7 Integer variable roll overs
  • Lab 3: GCC Tool Chain for ARM
    • 3.1 Why GNU C for the Raspberry Pi?
    • 3.2 Create a cross compiled executable
    • 3.3 Execute a binary on the Raspberry Pi
    • 3.4 Cross compiler development PC
    • 3.5 Consistent cross compiler development
    • 3.6 Compile and link executable for bare metal
  • Lab 4: GPIO and LED
    • 4.1 Why the GPIO and LED?
    • 4.2 Raspberry Pi memory map
    • 4.3 Create/Edit board.h definitions file
    • 4.4 Configuring the GPIO Pull up/down Enable register
    • 4.5 Operating a GPIO with software on the RPi
    • 4.6 Peripheral and GPIO sharing with Function Select
    • 4.7 Turn on or off the LED
    • 4.8 Blinking LED
    • 4.9 GDB and OpenOCD
    • 4.10 Wiring and Configuring JTAG
    • 4.11 Debugging with GDB
  • Lab 5: System Timers
    • 5.1 Why is a timer important?
    • 5.2 Configure board.h for Raspberry Pi timer
    • 5.3 System Software Interface to LED
    • 5.4 New application “errorcodes”
    • 5.5 Using Make to create an executable binary
    • 5.6 Complete 64 bit timer for RPi
  • Lab 6: UART Peripheral
    • 6.1 Why the UART?
    • 6.2 Raspberry Pi UART Register Address Map
    • 6.3 Raspberry Pi UART Register Details
    • 6.4 GPIO configuration for RPi UART
    • 6.5 Command line application
    • 6.6 USB to serial TTL connection
    • 6.6.1 Connect UART between two RPi’s
    • 6.6.2 UART software for Linux development PC
    • 6.6.3 Connect UART from RPi to PC
    • 6.6.4 UART Software for Windows development PC
    • 6.7 UART Troubleshooting
  • Lab 7: Boot Loader
    • 7.1 Why use a boot loader on Raspberry Pi?
    • 7.2 Configure the Boot Loader
    • 7.3 Xmodem shell command
    • 7.4 Run and quit shell commands
    • 7.5 Xmodem through the development PC
    • 7.6 Editing files and Building software with Geany
    • 7.7 Cleaning up the RPi Boot Loader
  • Lab 8: Periodically Executed Task Scheduler
    • 8.1 Why an OS?
    • 8.2 Speed up LED blink during shell command
    • 8.3 Periodically executed Xmodem protocol
    • 8.4 Comparing Source Code
    • 8.5 Dynamic tasks
  • Lab 9: Video Screen
    • 9.1 Why a Video Screen?
    • 9.2 Mail Box Interface
    • 9.3 Property Tags
    • 9.4 Multiple Property Tags
    • 9.5 Framebuffer
    • 9.7 Screen
  • Lab 10: Video Console
    • 10.1 Why a Video Console?
    • 10.2 Font Map
    • 10.3 Color conversion
    • 10.4 Binary Images
  • Lab 11: Virtual Worlds
    • 11.1 Virtual World Design Overview
    • 11.2 Game Layout
    • 11.3 Virtual World Discovery
    • 11.4 Creatures and Items
    • 11.5 Game Randomness
    • 11.6 Player Movement
    • 11.7 Experience and Levels
  • Chapter 12: Players and Creatures
    • 12.0 Learning Through Code Review
    • 12.1 Creature Movement
    • 12.2 Player and Creature Actions
    • 12.3 Damage and Defeated Creatures
    • 12.4 Sprite Behavior
    • 12.5 Sprite Actions
    • 12.6 Game Flow
    • 12.7 Sprite Randomness
    • 12.8 Game Rounds

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